MAP12: The Factory (Doom 2 In Name Only)

MAP12: The Factory is the twelfth map of Doom 2 In Name Only. It was designed by Matt Powell (cannonball) and uses the music track "Into Sandy's City" by Robert Prince. The par time defined in MAPINFO is 3:30.

Essentials
Walk forward to a door, dispose of two zombiemen and/or shotgun guys that are revealed to your right then open the door to face one to three revenants. Push past them to an area with a large silver structure, then go to the north-east corner to find a switch (guarded by an arachnotron on Hurt Me Plenty (HMP) skill level or higher) that will lower a lift with a waiting demon (or mancubus on HMP or higher). Ride the lift up to a room with shotgun guys and one or two cacodemons (one will teleport behind you), go through it to a corridor with some spectres then pass through the doorway on the west side where two shotgun guys/chaingunners are guarding a lion switch. Pushing the switch will drop you back into the silver structure area and release some cacodemons on the opposite side - head round to the north side of the structure to find steps leading up to a rocket launcher and the blue keycard. Watch out for a revenant (and arch-vile on Ultra-Violence (UV) and Nightmare (NM)) that teleport behind you when you collect the key.

Go to the north-east corner of this area to find a blue key door, open it then follow some winding steps down to another door - on the way, watch out for Hell knights as well as two or three revenants that appear behind a window. Open the door to confront one or two arachnotrons standing in a blood stream, then go up either staircase on the east side and kill another arachnotron waiting at the top before continuing east into a flesh-infested hallway. Go round the corner to an octagonal room with a central blood pit and kill any waiting zombies and revenants, then go up the steps and flip a switch at the top to lower the five platforms inside the pit. Collect the supercharge on the middle platform if you want it, then head back through the fleshy hallway to see that a door has opened leading to the yellow keycard. Taking it will allow a mancubus and revenant (or arch-vile on UV and NM) to teleport to the room below.

Head back to the silver structure area, but watch out for one or two arch-viles and a group of imps that have been released at the winding steps; some of them will teleport to the next area to surprise you. Back at the structure, open the east door (requiring the yellow key) to enter a courtyard with mancubi and arachnotrons, then go through the doorway in the south-west corner and climb some stairs before turning left to see some zombies guarding a switch. Pull the switch then go back to the courtyard and look north-east to see that a cyberdemon has teleported in; climb the steps it is guarding and go round a corner to face one or two arch-viles, then head past them to a waiting helicopter to finish the level.

Other points of interest
In the north-west corner of the map is a large pool of damaging blood. Head through this pool to a ledge on the west side to find a plasma gun and a megaarmor; when you do so, one or two arch-viles will be released and multiple crushers will be activated in the pool.

Secrets

 * 1) At the start, when the compartment with zombies opens up, enter it and face south, shooting into the black wall. If you do it correctly, two other walls open up, revealing a chainsaw and a backpack. (sector 24)
 * 2) On the western side of the map is a wall with green pipes which has a candle in front of it. Press that wall to reveal a plasma gun to the north. (sector 170)
 * 3) In the blood pool in the north-west corner of the map, a panel with an electric symbol can be seen on the north wall between two recesses. Open that wall to find a radiation shielding suit. (sector 271)
 * 4) Go through the blue key door and follow the winding steps down to the room with the blood stream. There are two black banners on the west wall - shoot the right-hand banner (with the blinking light), then open the door between the banners and look right to see an open door leading to a teleporter. This will send you to a ledge on the west side of the octagonal room, with armor bonuses and a partial invisibility. (sector 388)
 * 5) Pressing on the metal panel with pipes in secret #4 reveals a teleporter to the right side of the room. Here you will find stimpacks, a box of rockets and a computer area map. (sector 386)
 * 6) Inside the room south-west of the final courtyard, press on the side of the column with two blue triangles on it to reveal a passage leading further south-west. The next room has cacodemons and rising and lowering platforms. Get on the north-west platform and ride it up to reach an arachnotron and a megasphere. (sector 274)

Bugs
Two demons (Things 15 and 16) have no flags set for any of the three difficulty classes, so they do not actually appear in the level. They are at the same spots as harder monsters on HMP or higher, so probably were intended to appear on I'm Too Young To Die or Hey Not Too Rough.

Current records
The records for the map at the Doom Speed Demo Archive are:

The data was last verified in its entirety on April 3, 2022.

Player spawns
This level contains six spawn points:
 * 1) facing north-east. (thing 84)
 * 2) facing north-west. (thing 91)
 * 3) facing south. (thing 160)
 * 4) facing north. (thing 384)
 * 5) facing west. (thing 385)
 * 6) facing south. (thing 409)

Things
This level contains the following numbers of things per skill level: